Hello fellow Polycounters!
I have been lurking the Polycount forums for quite some time now and finally decided that it´s time to join.
Quick presentation: I am a teacher in game development, living in Sweden. In practically all my free time I practice the fine art of 3D with Max, Zbrush, Mudbox and Photoshop as my weapons of choice.
I would like to share a character I recently finished. Her name is Dawn and my idea is to produce a playable demo with her as the main character.
Modeled in Max. Sculpt in Zbrush. Textures in Mudbox + Photoshop. Screenshots taken in Marmoset Toolbag.
I also have a video showing the character off at:
http://www.vimeo.com/22848448.
C&C are welcome!
Replies
http://vimeo.com/24935745
MoreDread: I was thinking of trying some Morph Targets on the head so I wanted the eyes base fully opened. It's a great tip to relax the eyelids though
dproeder: I fully respect you muting the music and I know that a lot of people reviewing my modeling abilities will probably do the same. However, I see a showreel as the perfect opportunity to express myself not only as an artist but also on a more personal level. I guess a I think a showreel should be something intimate that stirs up some kind of emotion and I think music helps a lot. Thank you for the great feedback!
Di$array: The tricount is about 20.000 including daggers. The hair eats about 4.000 of those tris (and was a real pain to build :P)
throttlekitty: Thank you! I might switch over to the shoebusiness and start mass production
1: The face kind of looks unemotional, mainly because of wide open straight forward staring eyes and the symmetrical face. Naughty Dog are excellent at showing emotion in still shots:
2: The hands and forearms look anatomically wrong, might just be rigging problems, but the left hand in the above shot looks massive in comparison to the skinny wrists.
3: The dagger stands out as being much lower quality than the rest of the model, mainly due to the low poly edges and unrealistic material definition.